run the table poker football app
TRANSCRIPT
L a r r y K . G a y c r e a t o r a n d
d e s i g n e r
1 6 0 2 - 2 N . S t e l l a A v e .
W e n a t c h e e , W A 9 8 8 0 1
3 6 0 - 2 6 9 - 1 8 8 4
1 / 7 / 2 0 1 5
Larry K. Gay
This manual is the basic concept of combining Eidetic Imagery,
its’ interruption within any given controlled setting, and
measuring proportional associations. The application used in this
manual is the game of pool.
Run the Table Concept Manual
RUN THE TABLE CONCEPT MANUAL
2
Table of Contents
Introduction …………………………………………………………………… 3 How to Play ………………………………….…………..…………….……… 4
Lagging for break ………….………………………………………….. 19
3 Ball settings……………………………………………………………. 19
3 Ball Rack & Rules …………………………………………………… 22
7 Ball Settings …………………………………………………………… 30
7 Ball Rack & Rules …………………………………………………… 35
8 Ball Settings …………………………………………………………… 44
8 Ball Rack & Rules ……………………………………………………. 49
9 Ball Settings …………………………………………………………… 54
9 Ball Rack & Rules …………………………………………………… 59
Cribbage Pool Settings ……………………………………………… 67
Cribbage Pool Rack & Rules ………………………………………… 71
Other Applications ……………………………………………………… 76
Football Application ………………………………………………………… 86
Poker Application …………….……………………………………………….. 91
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3
.
RUN THE TABLE
This manual is the basic concept of combining Eidetic Imagery, its’
interruption within any given controlled setting, and measuring proportional
associations. The application used in this manual is the game of pool.
THE LAST PORTION OF THIS MANUAL SHARES A VERY LIMITED NUMBER OF
SUGGESTIONS FOR FUTURE MARKETS AND APPLICATIONS. THE GAME OF
POOL IS THE CHOSEN APPLICATION FOR ILLUSTRATION PURPOSES. IN THIS
APPLICATION THERE ARE VERY FEW FIXED CHOICES FOR EACH SETTING. LATER
VERSIONS WILL HAVE A MUCH MORE VARIED LIST FOR EACH GENRE. FOR
EXAMPLE FOR CHILDREN’S USAGE THERE MAY BE A FROG POND FELT AND
FISH AND FROGS HIDING IN THE POND. SOMEONE ELSE MAY WANT AN INTER-
GALACTIC QUEST WITH STARS/SPACE FELT AND ALIEN SPACE SHIPS TO
REMEMBER. RIGHT NOW THESE EXAMPLES SHOW ONLY FIXED IMAGES TO BE
CHOSEN. LATER VERSIONS WILL HAVE THE OPTION OF VIDEO FELT. A
DIFFERENCE WOULD BE A FROG POND WITH FISH SWIMMING AROUND AND
REMEMBERING WHERE THE FROGS AND CRABS ARE. STILL LATER VERSIONS
WILL HAVE THE ABILITY TO UPLOAD YOUR OWN IMAGE AS A FIXED FELT OR
UPLOAD YOUR OWN VIDEO FOR A VIDEO FELT. THE FELT COULD BE LAST
CHRISTMAS WITH THE FAMILY AND NEEDING TO REMEMBER DIFFERENT
LOOKING CHRISTMAS PRESENTS WHILE THAT IS PLAYING IN THE
BACKGROUND. THE SUGGESTIONS ARE ONLY LIMITED BY IMAGINATION.
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4
TO PLAY:
VARIOUS RACKS CAN BE USED FOR VARIOUS GAMES – 3 BALL, 7 BALL, 8 BALL,
9 BALL, AND CRIBBAGE POOL. EVERY GAME HAS SAME BASIC RULES OF
SCATTERING THE BALLS, STUDYING WHERE THEY ARE, AND CORRECTLY
RECALLING THEM IN VARIOUS MANNERS.
THE DIFFICULTY FACTOR LIES IN HOW MANY BALLS YOU USE, HOW TO RECALL
THEM, I.E. SOLIDS/STRIPES OR IN ORDER, AND IN WHAT IS CHOSEN TO BE
SEEN AS A PATTERN ONCE THE BALLS HAVE CHANGED.
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THE FREE APPLICATION WILL HAVE COPPER CUES PROVIDED THE SAME TO
ALL. BRONZE CUES, SILVER CUES, GOLD CUES, PLATINUM CUES, AND
DIAMOND CUES CAN BE EARNED. A PLAYER MAY ALSO PLAY THE GAME ON
TOUCH SCREEN AND HAVE HIS OR HER CUE SHOWING WITH AVATAR. EACH
TEAM COULD MONOGRAM CUES FOR THEMSELVES.
(PROGRAMMING NOTE: SHOT CLOCK TO BE SEET AT 3 SECONDS WITH 5
SECONDS BEFORE THE NEXT SHOT MAY BE CALLED AND SHOT CLOCK STARTS
AGAIN. IN HARDER GAMES LIKE CRIBBAGE PERHAPS A 5 SECOND SHOT CLOCK
WITH 10 SECONDS IN BETWEEN SHOTS.)
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(PLEASE NOTE THE WHITE BOXES AROUND BALLS ARE TO BE REMOVED –
ILLUSTRATION PURPOSES ONLY):
THIS ILLUSTRATION SHOWS A BASIC GRAPH FORMAT TO FOLLOW. EACH BALL
IS SET WITHIN A GIVEN FRAME. THESE POSITIONS COULD VARY SLIGHTLY
WITHIN EACH FRAME OR REMAIN A CONSTANT PATTERN. THIS VIEW IS KEPT
TO STUDY FOR 10, 20, OR 30 SECONDS DEPENDING ON THE LEVEL OF PLAY. AT
THE END OF THE COUNTDOWN TIMER THE BALLS ALL CONVERT INTO A
CHOSEN PATTERN – GRAPH, CIRCULAR, OR BOXES.
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EXAMPLE 1 OF A BOX FORMAT:
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EXAMPLE 2 OF A BOX FORMAT:
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EXAMPLE 1 CIRCLE FORMAT:
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EXAMPLE 2 CIRCLE FORMAT:
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THE APPEARANCE OF THE BALLS AFTER CHANGING CAN ALSO BE SET WITH
DIFFERING KINDS – SHAPE, SIZE, AND COLOR OR MARKINGS. EXAMPLES OF
THESE WILL FOLLOW.
THE FOLLOWING ILLUSTRATION IS A BASIC GRAPHING FORMAT WITH A
PATTERN OF SOLID BLACK BALLS:
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THE FORMATTING OF THE SPREAD OF THE BALLS COULD BE STRUCTURED
EVERY TIME AS SHOWN ABOVE OR RANDOMLY LIKE BELOW. THE BALLS THEN
REMAIN VISIBLE FOR A CHOSEN TIME AND CHANGE INTO THE PATTERN SET
BY PLAYERS.
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EXAMPLE OF RANDOM FORMATTING USING A ONE- SIDE-WHITE-AND-ONE-
SIDE-BLACK PATTERN:
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A SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:
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YET ANOTHER SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:
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PLAYERS CAN CHOOSE DIFFERING LEVELS OF DIFFICULTY BY CHOOSING
BETWEEN 3 BALL, 7 BALL, 8 BALL, 9 BALL, ROTATION, OR CRIBBAGE POOL.
AVATARS COULD BE USED: CREATE YOUR OWN CHARACTER LOOK WITH YOUR
PARTICULAR LEVEL OF CUE STICK TO USE.
THE ORIGINAL GAME IS FREE AND WILL ALLOW A PERSON TO PRACTICE
ALONE, PLAY AGAINST ANOTHER, AND EVEN PLAY PARTNERS ON THEIR OWN.
IF A PERSON WANTS TO JOIN A POOL HALL AND COMPETE THEN EVERYONE
BEGINS AT SAME LEVEL OF POINTS AND CUE.
A PERSON MAY PURCHASE MORE POINTS IF THEY LOSE ALL OF THEIR OWN. A
PERSON MUST ACQUIRE A PARTICULAR NUMBER OF POINTS TO GET TO THE
NEXT LEVEL OF A POOL CUE.
VARIOUS LEVELS OF POINTS SUCH AS COPPER, BRONZE, SILVER, GOLD,
PLATINUM AND DIAMOND POINTS ARE OBTAINED. ANYONE MAY CHALLENGE
ANYONE IN ORDER TO WIN MORE POINTS.
EXAMPLE:
A PLAYER BUYS 10 COPPER POINTS FOR ONE PENNY PER POINT TO BEGIN. A
PLAYER THEN PLAYS ANOTHER FOR 1 POINT EACH. THE WINNER OF THE
GAME RECEIVES THE 2 POINT POT. THE LEVEL OF PROGRESSION IS
CALCULATED IN THIS MANNER: 1 WIN = 1 COPPER POINT; 50 COPPER POINTS
= 1 SILVER POINT; 50 SILVER POINTS = 1 GOLD POINT; 50 GOLD POINTS = 1
PLATINUM POINT; AND 50 PLATINUM POINTS = 1 DIAMOND POINT. EACH
PERSON RECEIVES A NEXT LEVEL CUE AS THEY MOVE UP FROM WOOD CUE;
COPPER CUE, SILVER CUE, GOLD CUE, PLATINUM CUE, AND DIAMOND CUE.
CLUB BENEFITS:
COPPER CUE = RECEIVE 5 EXTRA COPPER POINTS SIGNING BONUS
BRONZE CUE = RECEIVE 25 EXTRA BRONZE POINTS SIGNING BONUS
SILVER CUE = RECEIVE 50 EXTRA SIILVER POINTS SIGNING BONUS
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GOLD CUE = RECEIVE 500 EXTRA GOLD POINTS SIGNING BONUS
PLATINUM CUE = RECEIVE 5000 EXTRA PLATINUM POINTS SIGNING BONUS
DIAMOND CUE = WILL VARY WITH DIFFICULTY OF GAME ALSO (coming)
PLAYERS WHO HAVE PROGRESSED TO A GOLD CUE COULD PLAY ONE
ANOTHER IN TOURNAMENTS; WOOD CUES IN TOURNAMENTS, ETC. A POOL
TEAM WOULD CONSIST OF 3 – 5 PLAYERS IN THE POOL HALL WHO AGREE TO
TEAM UP; THERE WILL BE MULTIPLE TEAMS IN ANY POOL HALL.
TEAM COMPETITION IN LEAGUES FOLLOW THE SAME BRACKET PATTERNS OF
APA POOL LEAGUE TO DETERMINE CHAMPIONS. SEE ILLUSTRATION BELOW.
(Bracket retrieved on Jan. 4, 2014, from http://www.printyourbrackets.com/poolbrackets.html)
THIS BRACKET COULD BE USED FOR TEAM COMPETITION WITHIN LEAGUES.
THE SAME BRACKET COULD ALSO BE USED FOR LEAGUE TOURNAMENTS
WITHIN DIVISIONS AND CONFERENCES.
THERE WOULD BE “POOL HALLS” WHERE PEOPLE COULD MEET TO PLAY.
THERE WILL BE MULTIPLE TABLES IN EACH POOL HALL; WOOD TABLES,
COPPER TABLES, SILVER TABLES, GOLD TABLES, PLATINUM TABLES, AND
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DIAMOND TABLES. ONLY THE PLAYERS WITH A CORRESPONDING CUE LEVELS
MAY PLAY ON ANY GIVEN TABLE.
EACH POOL HALL COULD JOIN A POOL LEAGUE JUST LIKE THE REAL GAME.
PLEASE SEE GAME RULES.
TEAMS CONSIST OF AT LEAST 3 PLAYERS AND NO MORE THAN 5. WHEN
THERE ARE 6 PLAYERS THEY SPLIT INTO 2 TEAMS OF 3. THESE VARIOUS TEAMS
IN EACH POOL HALL CAN THEN COMPETE WITH OTHER POOL HALL TEAMS
WITHIN THEIR OWN CUE LEVEL.
LEAGUES ARE COMPRISED IN THE SAME MANNER. THERE MUST BE AT LEAST
3 TEAMS TO FORM A LEAGUE BUT NO MORE THAN 5 TEAMS. 6 TEAMS WILL
DIVIDE INTO TWO LEAGUES OF 3 TEAMS EACH. THIS WILL BUILD UP THE
LOWER BRACKETS OF THE COMPETITION.
TOURNAMENTS CULMINATE IN AN ANNUAL COMPETITION JUST LIKE THE
REAL POOL LEAGUES. EACH PLAYER CAN BUILD HIS OR HER OWN TEAM WITH
PEOPLE WHO ARE AGREED TO DO SO AT ANY PARTICULAR LEVEL TO FORM
THE BEST TEAM POSSIBLE. JOINING ANY TEAM WORKS THE SAME AS REAL
TEAMS; TRYOUTS AND VOTING OF THE PLAYERS. THERE MAY ALSO BE
SUBSITUTES IF SOMEONE CANNOT PLAY ANY PARTICULAR TEAM
COMPETITION.
EACH TEAM COULD THEN JOIN A LEAGUE AND COMPETE FOR LEAGUE
CHAMP. LEAGUE CHAMPS THEN COMPETE AND ONE WILL BECOME NATIONAL
CHAMPION EACH YEAR.
THIS MAY BE DONE ON AN INDIVIDUAL LEVEL OR TEAM LEVEL OF
COMPETITION AS THE REAL TOURNAMENTS DO.
THE LEVEL OF DIFFICULTY ON ANY TABLE ARISES FROM INTERFERENCE, THE
VARIOUS COLORS AND PATTERNS OF FELT. JUST LIKE REAL POOL YOU MUST
BE ABLE TO MAKE THE EASY SHOTS UNDER PRESSURE.
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SETTINGS FOR GAME:
GENERAL SETTINGS FOR ALL GAMES:
LAGGING FOR BREAK
THE PLAYER TO SHOOT FIRST IS CHOSEN BY CHOOSING BALLS FROM A
RANDOM PLACEMENT OF DISGUISED BALLS. PLAYERS WILL EACH “SHOOT” A
BALL; THE PLAYER TO FIND THE CUE BALL IN THE FEWEST MOVES WILL BEGIN
THE GAME, AKA BREAK. IF THERE IS A TIE THE PROCESS IS REPEATED.
3 BALL SETTINGS FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK
NO (DEFAULT)
YES
GREEN (DEFAULT)
DESCENDING LINES
BABY GOATS
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FORMAT (AKA THE LAY OF THE TABLE)
RANDOM ONLY
STUDY TIME
10 SECONDS (DEFAULT)
15 SECONDS
20 SECONDS
PATTERN
STANDARD SIZE (DEFAULT)
LARGE
GIANT
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SOLID BLACK BALLS (DEFAULT)
ALL THE SAME
ASSORTED
SIZES
ALL THE SAME AS ABOVE
VARIOUS
NUMBER OF SAFETYS PER PLAYER
NONE (DEFAULT)
ONE
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3 BALL RACK & RULES:
(Please note that the background colors of the balls will be removed.
Illustration purposes only.)
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THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:
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AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS
FOLLOWING ILLUSTRATION:
THE SETTINGS FOR THIS PARTICULAR GAME OF 3 BALL HAVE BEEN SET IN THE
FOLLOWING MANNER:
RANDOM FORMAT
SHAPES
VARIOUS
STUDY TIME
10 SECONDS
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SAFETYS
NONE
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
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THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE
FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME.
THE FOLLOWING ILLUSTRATION COULD BE A BEGINNING RANDOM FORMAT
AFTER THE STUDY PERIOD OF A 3 BALL GAME ON A VARIANT FELT:
(NOTE: IT IS MY UNDERSTANDING THAT SCIENCE HAS SHOWN THAT A VERY
FAST FLASH OF BRIGHT LIGHT BEWTEEN THIS SCREEN AND THE SCREEN TO
CHOOSE THE BALLS WILL INTERRUPT THE SHORT TERM MEMORY PATTERN OF
VARIOUS GROUPS. A STROBE IS SHOWN TO INTERRUPT FOR A LONGER
PERIOD. THIS FLASH COULD BE APPLIED PRIOR TO VIEWING THE SCREEN
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BELOW. THIS WOULD MAKE AN INTERESTING GAME ALSO – SET THE FLASH
KNOWING FULL WELL WHAT IT IS SUPPOSED TO DO TO YOU. THIS COULD
ALSO BE USED AND SPONSORED BY A UNIVERISTY PHYSCHOLOGY SCHOOL TO
RETRIEVE MASS DATA ON THE STUDY OF THE NATURE AND CAUSES OF SHORT
TERM MEMORY INTERRUPTION.
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FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT THE THIRD FELT FROM 3
BALL IS SHOWN:
IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE
CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE
THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR
SHOOTING THE WRONG BALL.
THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.
THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND
MATCH.
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THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE
3 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 3 BALL
IS A LOSS.
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7 BALL SETTINGS FELT
CHANGE FELT BETWEEN STUDY PERIOD
AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN (DEFAULT)
COLORED SWIRL
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COLORED CHECKED
LADY BUGS
FORMAT (AKA THE LAY OF THE TABLE)
GRAPH
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RANDOM (DEFAULT)
1 BOX
TWO CIRCLES
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STUDY TIME
10 SECONDS
20 SECONDS (DEFAULT)
30 SECONDS
PATTERN
STANDARD SIZE (DEFAULT)
LARGE
GIANT
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SOLID BLACK BALLS (DEFAULT)
ALL THE SAME
ASSORTED
SIZE
ALL THE SAME AS ABOVE
VARIOUS
NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
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7 BALL RACK & RULES: (Please note that the background colors of the balls will be removed. Illustration purposes only. An updated photo
with proper rack will follow.)
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OPENING TABLE TO BEGIN GAME:
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THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:
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AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS
FOLLOWING ILLUSTRATION:
THE SETTINGS FOR THIS PARTICULAR GAME OF 7 BALL HAVE BEEN SET IN THE
FOLLOWING MANNER:
RANDOM FORMAT
FELT
CHANGE BETWEEN TABLES
PATTERN
SHAPES
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ROOSTER
SIZE
STANDARD (DEFAULT)
STUDY TIME
20 SECONDS
SAFETYS
ONE
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
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THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE
FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME.
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THE FOLLOWING ILLUSTRATION IS BASED UPON THE LAST SAMPLE AND
COULD BE A CHANGE IN FELT AFTER THE STUDY PERIOD OF TWENTY
SECONDS:
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FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT A VARIATION OF FELT
FROM 7 BALL IS SHOWN:
IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE
CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE
THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR
SHOOTING THE WRONG BALL.
THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.
THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND
MATCH.
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THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE
7 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 7 BALL
IS A LOSS.
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8 BALL SETTINGS FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN (DEFAULT)
COLORED SWIRL
COLORED CHECKED
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FORMAT (AKA THE LAY OF THE TABLE)
GRAPH (DEFAULT)
RANDOM
4 BOXES
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ONE CIRCLE
STUDY TIME
10 SECONDS
20 SECONDS
30 SECONDS (DEFAULT)
PATTERN
STANDARD SIZE (DEFAULT)
LARGE
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GIANT
½ WHITE AND ½ BLACK (DEFAULT)
ALL THE SAME
ASSORTED
SIZES
ALL THE SAME
VARIOUS
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NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
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8 BALL RACK & RULES
NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A
RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES
TO VIEW:
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THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND DURING
THE STUDY PERIOD. THIS TABLE IS GREEN FELT. THIS WILL REMAIN VISIBLE
FOR 30 SECONDS DEFAULT BEFORE CHANGING BALLS AND/OR FELT.
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THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND STUDY
PERIOD. THIS TABLE IS GREEN FELT, ½ & ½ PATTERNS, SAME SIZE AND A
RANDOM FORMAT, AKA THE LAY OF THE TABLE.
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THE FOLLOWING ILLUSTRATION DEPICTS A VARIANT FELT AND PATTERN FOR
THIS SAME GAME:
AT THIS POINT THE SHOT CLOCK BEGINS. EACH PLAYER MUST CHOOSE, I.E.
SHOOT A BALL, WITHIN 5 SECONDS OR FORFEITS HIS OR HER TURN. AS EACH
BALL IS CHOSEN IT WILL BE REVEALED. IF THE PLAYER IS CORRECT THERE WILL
BE THE SOUND OF A BALL BEING POCKETED OR A POP-UP SAYING “GOOD
SHOT!” AFTER 2 SECONDS THE BALL WILL DISAPPEAR FROM THE TABLE. IF THE
PLAYER CHOOSES INCORRECTLY THERE WILL BE A POP-UP PROCLAIMING A
FOUL. THE BALL WILL THEN REVERT TO BEING COVERED UP AND THE PLAYERS
WILL NEED TO REMEMBER WHAT THAT BALL WAS. IN THE EVENT THE PLAYER
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CHOOSES THE CUE BALL A POP-UP WILL APPEAR PROCLAIMING THE PLAYER
HAS SCRATCHED. IT WILL THEN BECOME THE OTHER PLAYER’S SHOT.
THE PLAYER WHO SHOOTS FIRST MUST SHOOT A SOLID OR A STRIPE TO
CONTINUE TO SHOOT; THESE BECOME THEIR BALLS; THE OTHERS BELONG TO
THE OTHER PLAYER. THEY WILL CONTINUE TO SHOOT THEIR OWN BALLS
WITHOUT POCKETING THE 8 OR SCRATCHING OR COMMTITTING A FOUL. AS
LONG AS A PLAYER SHOOTS ACCURATELY WITHIN THE ALLOTED TIME THEY
CONTINUE TO SHOOT. THEY CAN RUN THE TABLE AND WIN THE GAME.
WHEN THERE ARE TWO BALLS LEFT, THE 8 BALL AND THE CUE BALL, THE
PLAYER MUST POCKET THE 8 BALL FIRST. IF THE CUE BALL IS POCKETED FIRST
THIS IS A SCRATCH ON THE 8 AND YOU LOSE THE GAME. THE GAME IS OVER
WHEN THE CUE BALL IS THE ONLY BALL LEFT ON THE TABLE. A PLAYER LOSES
IF THEY “SCRATCH” ON THE 8 BALL BY POCKETING THE CUE BALL INSTEAD OF
THE 8 BALL FIRST.
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN HOPES THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
SOME GAMES MAY LAST A WHILE DEPENDING ON THE PLAYERS, AGAIN JUST
LIKE IN REAL POOL, OR SOMEONE GOOD COULD RUN THE TABLE.
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9 BALL SETTINGS FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN (DEFAULT)
WAR ZONE
AQUARIUM
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FORMAT (AKA THE LAY OF THE TABLE)
GRAPH (DEFAULT)
RANDOM
4 BOXES
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ONE CIRCLE
STUDY TIME
10 SECONDS
20 SECONDS (DEFAULT)
30 SECONDS
PATTERN
SIZE
STANDARD (DEFAULT)
LARGE
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GIANT
ALL THE SAME (DEFAULT)
DIFFERING
APPEARANCE
½ WHITE AND ½ BLACK (DEFAULT)
PEOPLE
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FARM ANIMALS
NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
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9 BALL RACK & RULES:
(Please note that the background colors of the balls will be removed.
Illustration purposes only.)
NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A
RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES
TO VIEW:
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THE FOLLOWING ILLUSTRATION IS AFTER THE 9 BALL BREAK. THIS IS SET TO
STUDY FOR 30 SECONDS BEFORE CHANGING TO THE NEXT SCREEN.
AFTER THE STUDY PERIOD THE TABLE COULD CHANGE TO THE FOLLOWING:
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A VARIATION OF THE SAME TABLE COULD BE ACHIEVED BY CHANGING THE
FELT DURING THE STUDY PERIOD AS SHOWN BELOW:
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THE NEXT ILLUSTRATION IS AFTER THE STUDYING THE LAY OF THE TABLE AND
AT THE BEGINNING OF THE SHOT CLOCK. THIS IS USING THE SAME FELT AS
THE PREVIOUS VARIATION.
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BEGINNNING A GAME OF 9 BALL
THE SETTINGS FOR THIS PARTICULAR GAME OF 9 BALL HAVE BEEN SET IN THE
FOLLOWING MANNER:
FORMAT
CIRCLE
FELT
AQUARIUM
REMAIN THE SAME
PATTERN
SIZE
STANDARD
APPEARANCE
FARM ANIMALS
STUDY TIME
20 SECONDS
SAFETYS
ONE
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
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THE FOLLOWING TABLE COULD APPEAR TO STUDY FOR 20 SECONDS:
(NOTE: LATER VERSIONS COULD HAVE A VIDEO OF THIS IN BACKGROUND.)
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THIS IS THE LAYOUT OF THE TABLE AT THE BEGINNING OF THIS SHOT CLOCK
ON THIS GAME OF 9 BALL.
IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE
CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE
THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR
SHOOTING THE WRONG BALL.
THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.
THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND
MATCH.
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THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE
9 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 9 BALL
IS A LOSS.
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CRIBBAGE POOL SETTINGS FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN
BLUE (DEFAULT)
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FORMAT (AKA THE LAY OF THE TABLE)
GRAPH (DEFAULT)
RANDOM
4 BOXES
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ONE CIRCLE
STUDY TIME
10 SECONDS
20 SECONDS
30 SECONDS (DEFAULT)
PATTERN
SIZE
STANDARD (DEFAULT)
LARGE
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GIANT
SAME (DEFAULT)
DIFFERENT
APPEARANCE
ACES (DEFAULT)
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(LATER VERSION COULD HAVE DECK OF CARDS BEING DEALT OVER
BALLS TO COVER THEM UP FROM VARIOUS RANDOM CARDS OF A
52 CARD DECK.)
DRAGONS
NUMBERS
NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
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CRIBBAGE POOL RACK AND RULES:
(Please note that the background colors of the balls will be removed.
Illustration purposes only...)
CRIBBAGE IS A COMBINATION OF TWO BALLS THAT EQUAL A TOTAL OF 15
POINTS; I.E. 14-1, 13-2, 7-8, 5-10, ETC. TO WIN THE GAME A PLAYER MJST BE
FIRST TO EARN 5 CRIBBAGE OF 8 IN EACH RACK BEFORE HIS OR HER
OPPONENT. THERE ARE 7 CRIBBAGE PAIRS: (1-14, 2-13, 3-12, 4-11, 5-10, 6-9,
& 7-8). AFTER ALL THE CRIBBAGE PAIRS HAVE BEEN POCKETED, THE 15 BALL IS
CRIBBAGE BY ITSELF. THE 15 BALL MUST BE THE LAST CRIBBAGE PLAYED, AND
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ONLY IF NECESSARY FOR THE 5 CRIBBAGE WIN. AS SOON AS A PLAYER HAS 5
CRIBBAGE, THE GAME IS OVER.
SHOWN BELOW IS THE LAY OF THE TABLE AFTER THE OPENING BREAK:
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THE NEXT ILLUSTRATION IS THE SAME TABLE AFTER THE STUDY PERIOD IS
OVER:
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75
ANOTHER POSSIBLE SETTING WOULD ALLOW THE TABLE TO HAVE THIS
APPEARANCE INSTEAD:
THE FIRST PLAYER WILL SHOOT A BALL AND IT WILL BE REVEALED. THE SAME
PLAYER SHOOTS ANOTHER BALL AND IT WILL BE REVEALED. IF THE TWO BALLS
ADD UP TO 15, CRIBBAGE, THEN IT IS ANNOUNCED AND THE PLAYER RECEIVES
1 CRIBBAGE. HE OR SHE WILL THEN CONTINUE TO SHOOT. IF THE TWO BALLS
DO NOT MAKE CRIBBAGE THEY WILL BE TURNED BACK OVER AND HIDDEN. IF
THE CUE BALL IS CHOSEN AS EITHER BALL IT IS A SCRATCH AND THE BALLS ARE
TURNED BACK OVER. EACH PLAYER THEN MUST REMEMBER WHAT BALLS ARE
WHERE IN ORDER TO WIN. IF THE 15 BALL IS CHOSEN BEFORE IT IS THE LAST
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BALL, EXCEPTING THE CUE BALL, IT WILL BE TURNED BACK OVER AND THEY
WILL LOSE THEIR TURN.
WHEN THE ONLY TWO BALLS ON THE TABLE ARE THE CUE BALL AND THE 15
BALL, THE PLAYER MUST CORRECTLY SHOOT THE 15 BALL ON THEIR FIRST
SHOT. IF THEY SHOT THE CUE BALL FIRST THEY LOSE THE GAME.
OTHER APPLICATIONS:
CRIBBAGE POOL BOARD GAME WITH BALLS AND SLOTS THAT CAN BE
REVEALED
ADVERTISING SPONSORS – EARN AIRLINE MILES OF CREDIT CARD POINTS
PLAYING THE GAME. BRUNSWICK BILLIARDS OR ANOTHER COULD SPONSER
THE POOL APPLICATION USING ALL OF THEIR OWN PRODUCTS WITH LOGO.
MILITARY COMBAT GAMES USING STROBES AND EXPLOSIONS TO INTERRUPT
IMAGERY ON VARIOUS LEVELS (Every player begins as a private and can
advance ranks to that of 5 star general instead of various cue levels, etc.)
EDUCATION AND LEARNING TO HELP MAINTAIN AND IMPROVE EIDETIC
IMAGERY SKILLS
REASEARCH IN GATHERING DATA FOR EIDETIC IMAGERY, LOSS,
IMPROVEMENT, IMPAIRMENT, AND EVENTUALLY GAINING BETTER
UNDERSTANDING OF ALZEIMER’S. Retrain past associations to have new and
pleasant associations by having fun playing a game. (Be used in PTSD to alter
associations, aka altering memory, which had been formed during combat and
replace with the new associations for similar, everyday events, and eventually
even the horrific associations with people/places/sounds. Pavlov could have
retrained his dog so that the bell, rather than producing saliva and it expecting
food into a cowering position expecting a beating. It may take longer, but he
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77
also could have altered things, reversing the order, i.e. from a beating to
getting food.)
MARKETS
POOL PLAYERS - LEAGUE
POOL VIDEO GAME PLAYERS
PAID POKER PLAYER MEMBERS
MONEY SPENT ON LINE POKER EACH MONTH
MONEY SPENT ON PAID VIDEO POOL SITES
EDUCATIONAL
TOYS, FIRST COMPUTERS
MENSA KIND OF MARKETS
RESEARCH
PTSD THERAPY
STUDY ON INTERRRUPTION FACTOR
SOUND
LIGHT
VISUAL
MILITARY TRAING TO BE ABLE TO BLOCK OUT DISTRACTIONS OF A
PARTICULAR KIND
ALZHEIMER’S RESEARCH
ADVERTISING – NO MORE ADVERTISING ON GAMES, WHY NOT LET THE
GAME BE THE AD? SPONSORED PRODUCTS ARE SHOWN.
BRAND BUILDING AND ASSOCIATION – DISPROPORTIONAL
ASSOCIATIONS
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78
ANOTHER USAGE COULD BE IN A WORD GAME SIMILAR TO HANGMAN AND
WHEEL OF FORTUNE. THE FELT SHOWS A WORD SUCH AS “INTELLECT.” THE
LETTERS ARE THEN MIXED UP TO STUDY FOR A PERIOD. THE LETTERS ARE
THEN COVERED WITH NUMBERS FOR THE PLAYERS TO PICK ONE AT A TIME.
THE FIRST TO COMPLETELY SPELL THE WORD CORRECTLY, INCLUDING THE
PERIOD AT THE END, IS THE WINNER. THIS COULD BE MADE HARDER OR
EASIER BY PLACING MORE THEN ONE PERIOD (THAT ACTS LIKE THE CUE BALL
IN POOL), OR MORE THAN THE NEEDED VOWELS, OR A FREE PLAY OR TWO
AND EVEN A BANKRUPT.
THE SAME IS HELD TRUE IN REVERSE. USE A PATTERN OF NUMBERS SUCH AS
3, 9, 27, 81, ??. THE CHOICES ARE THEN SHOWN AND SCRAMBLED; 243, 263,
283, RECALL EACH OF THEM IN ORDER THEN AT THE LAST NEED TO GET THE
CORRECT ANSWER FROM FIGURING OUT WHAT THE PATTERN WAS, THE
ANSWER, WHERE EACH WAS LOCATED, AND RECALL THEM IN ORDER.
THE NEAREST ASSOCIATION BETWEEN TWO ITEMS IS A STRAIGHT LINE –
DIRECT ASSOCIATION. BY USING AN EVER INCREASING BELL CURVE FOR THE
ASSOCIATED LINKS WE CAN MANAGE TO CHANGE ANYTHING INTO BEING
ASSOCIATED WITH ANYTHING ELSE; THE MORE INTENSE AND JUXAPOSED TO
ONE ANOTHER IN ASSOCIATION THE MORE ‘SCRAMBLING’ OF THE BRAIN
OCCURS WITHIN THE BRAIN. IT IS DURING THIS SPLIT SECOND SCRAMBLE
THAT THE NEW INFORMATION IS INTERJECTED. BY GRADUALLY REDUCING
THE JUXAPOSITION TOWARD AN EVER DECREASING BELL CURVE, NUMBER OF
ASSOCIATIONS, WE CAN THEN MOVE THE TWO INITIAL ITEMS NEARER TO A
DIRECT ONE, OR A STRAIGHT LINE. THE LEVEL AND INTENSITY OF THESE
INTERRUPTIONS AND RESETTING SHOULD REDUCE THE NUMBER OF ITEMS
NEEDING TO BE UNASSOCIATED.
COMPANIES WILL HAVE THEIR OWN APPS, AKA GAMES TO PLAY. FOR
EXAMPLE WINCHESTER ARMS COULD HAVE A GAME WHERE PLAYERS BEGIN
WITH BB GUNS SHOOTING TIN CANS. NEXT LEVEL THEY USE ONE OF
WINCHESTER’S PELLET GUNS, THEN 22s, 410 SHOTGUNS AND SO ON. THEY
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79
GO IN STEPS TO BE HUNTING BIG GAME WITH THE BEST OPTICS, GUIDES, AND
EQUIPMENT THAT WINCHESTER MAKES. THESE PLAYERS WILL BE SOLD ON
WINCHESTER THEIR ENTIRE LIVES. CABELLO, BASS PRO SHOPS, AND VARIOUS
OTHERS COULD DO THE SAME. THESE CHANGES ONLY REQUIRE A DIFFERENT
FELT AND CUSTOMIZED PATTERN FOR THE COMPANY. THIS IS A VERY EASY
SWITCH TO MAKE ON PROGRAMMING.
A GAME SIMILAR TO JEOPARDY - FOLKS LOOK AT A PICTURE THEN IT GOES
AWAY. THEY ARE THEN ASKED QUESTION ABOUT THE PHOTO. # OF TREES; 0,
1, 3, 4. THE FIRST TO BUZZ IN GETS TO ANSWER FIRST AND SO ON. DETAIL SIZE
AND APPEARANCE IN ANY PHOTO FOLLOW SAME RULES AS OUTLINED
WITHIN.
THERAPY COULD BE PRESCRIBED – DIFFERING KIND OF GAMES TO RE-
ASSOCIATE SMELLS, OR SOUNDS, OR SIGHTS; A THERAPY ROOM (?) THAT
WOULD ALLOW A PERSON TO SMELL, SEE, AND HEAR VARIOUS EFFECTS
ASSCOIATED WITH ANY EVENT; ASSOCIATING THAT PARTICULAR SMELL OR
SOUND WITH A PLEASANT EVENT CHANGES HOW THAT SMELL OR SOUND IS
NOW PERCEIVED AND IN THE FUTURE.
RE-SET-YOURSELF KIND OF THERAPY; PTSD EXPLOSIONS, TAKE BACK TO
RATTLE AND RE-ASSOCIATE THE MINUTE SOUNDS WITH GOOD THINGS.
CONTINUE TO INCREASE THE SOUND IN ASSOCIATION WITH GOOD THINGS,
FIRECRACKERS, FIREWORKS, CANNON BALL SALUTE AT A FOOTBALL GAME, SO
ON. THIS WAY WHEN HE NOW HEARS THE EXPLOSION HIS FIRST RESPONSE
WILL BE AS IT WAS BEFORE WAR. TIME AND INTENSITY SHOULD ALTER
EFFECTIVENESS OF TREATMENT.
WE HAVE TRAINED OURSELVES TO BE A REACTIVE SOCIETY – WE GET INTO
TROUBLE WHEN WE ACT AS A RESPONSE TO STIMULUS BEFORE WE PAUSE TO
THINK ABOUT THE RESULT OF WHAT WE ARE ABOUT TO DO OR SAY. WE CAN
THEREFORE, RETRAIN OURSELVES, REWIRE OURSELVES, TO BE AN ACTIVE
SOCIETY – WE WILL THINK ABOUT THE RESULTS BEFORE WE SAY OR DO. THIS
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80
IS ACHIEVED FROM TAKING THE STEPS FROM VERY SLOW AND EASY
THINKING, NEARLY TO THE POINT OF REACTING LIKE THE 3 BALL GAME, AND
WE GRADUALLY MOVE TO THE FASTER AND MORE COMPLEX PROBLEMS THAT
REQUIRE A FASTER THINKING AND FASTER REACTION TIME. THE BRAIN
SHOULD GET USED TO THIS ORDER AND HELP US BECOME A THOUGHTFUL
AND ACTIVE SOCIETY RATHER THAN AN IMPULSIVE AND REACTIVE SOCIETY.
VERY SIMPLE ILLUSTRATION:
A HIKER AND A GRIZZLY MEET UNEXPECTATEDLY IN THE WOODS; THE BEAR
REACTS AND STANDS UP TO SEE IF YOU ARE FOOD OR THREAT. YOU SEE THE
BEAR AND REACT LIKE YOU HAVE ALREADY BEEN TAUGHT TO DO – YOU
FREEZE AND LOOK AT THE BEAR. YOU HAVE BEEN TAUGHT NOT TO RUN
BECAUSE THEN YOU ARE PERCEIVED AS FOOD. IF YOU HAVE BEEN TAUGHT TO
HUNT AND HAVE A GUN YOUR REACTION IS FAST AND APPEARS AGGRESSIVE
TO THE BEAR. HE THEN REACTS WITH RUNNING , CHARGING OR IN A SPLIT-
SECOND CONFLIT BETWEEN THE TWO. IF YOU CURL UP IN A BALL AND PLAY
DEAD YOU ARE INVITING THE BEAR TO EXAMINE YOU TO SEE IF YOU ARE
FOOD BECAUSE YOU ARE NOT A THREAT.
BUT, IF RATHER THAN REACTING TO THE BEAR IN EITHER MANNER, WHAT IF A
PERSON SIMPLY REACTS BY LOOKING AT THE BEAR BRIEFLY, LOOKING BACK
TO WHAT THEY WERE DOING AND CONTINUING AS IF THE BEAR IS NEITHER
THREAT NOR FOOD TO THEM. THEY BECOME WHAT THEY WANT TO BE SEEN
AS. THIS IS GHANDI’S IDEA OF BECOMING WHAT YOU WANT TO SEE. THE
PROBLEM LIES IN THE RETRAINING OF OURSELVES TO THINK BEFORE WE ACT.
THE TRAINING IN ANY AREA COULD BE AS SPECIFIC AS THIS APPLICATION TO
RE-INSTRUCTION ABOUT BEHAVING AROUND BEARS. WILL THIS WORK WITH
BEARS? IF I LOOK AT A DOG AND SLOWLY BLINK MY EYES WHILE COCKING MY
HEAD I AM SEEN AS ONE THING. IF I GROWL OR JERK OR SHOW FEAR I AM
SEEN AS SOMETHING ENTIRELY DIFFERENT. APPLY THIS IN ANY PARTICULAR
AND SPECIFIC AREA OF TRAINING AND ACTING BASED UPON NEW
ASSOCIATIONS..
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TEACH ASSOCIATED WORDS INSTEAD OF LETTERS – “A” with “a” then either
“A” or “a” with an apple picture. TEACH TO ASSOCIATE THE WORD “APPLE”
WITH THE PICTURE OF AN APPLE; THE PICTURE OF THE WORD “BALL” WITH
THE PHOTO OF AN ACTUAL APPLE., AND HAVE PHOTOS OF 2, 3, 4, AND MORE
APPLES THAT ARE ALL THE RIGHT MATCH TO THAT NEW PICTURE OF THE
WORD “BALLS.”
DO THE SAME WITH “HORSE,” “HORSES,” “COW,” “COWS,” AND ON WE GO.
RATHER THAN NEEDING TO CONVERT THE LETTERS INTO A WORD BEORE
INTO AN IMAGE WE NOW GO DIRECTLY FROM WORD TO IMAGE. THIS
SHOULD INCREASE READING TIME BY QUITE A BIT. THIS SHOULD RESULT IN A
METHOD TO TEACH SPEED READING TO ANYONE WHO PLAYED THE GAME
AND PROGRESSED TO HIGHER LEVELS.
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ONE EXAMPLE THAT WOULD NOT USE A POOL TABLE WITH FELT WOULD JUST
BE A BACKGROUND SCREEN WITH THE FIVE DIFFERENT ITEMS TO MATCH UP
IN PAIRS OF THREE EACH. ILLUSTRATION IS BELOW: (The following image was retrieved on January 9,
2015 from https://www.google.com/search?q=MEDIEVAL+FOREST&espv=2&biw=1242&bih=585&source=lnms&tbm=isch&sa=X&ei=n-
exVMrCO8uzogSFoYHYCQ&ved=0CAYQ_AUoAQ#imgdii=_&imgrc=XGptKrgGXc_ViM%253A%3B65UgWs5ZcwN3lM%3Bhttp%253A%252F%252Fwww.mobyga
mes.com%252Fimages%252Fshots%252Fl%252F598443-chivalry-medieval-warfare-windows-screenshot-the-bridge-
dark.jpg%3Bhttp%253A%252F%252Fwww.mobygames.com%252Fgame%252Fwindows%252Fchivalry-medieval-
warfare%252Fscreenshots%252FgameShotId%252C598443%252F%3B1680%3B1050).
THIS WILL BE THE SCREEN ON YOUR PHONE. PLEASE PRETEND THIS IS YOUR
PHONE ON THE BORDER AND NOT A POOL TABLE…
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THE NEXT ILLUSTRATION WOULD SHOW A PARTICULAR PATTERN ALREADY
SCRAMBLED AND DURING THE STUDY PERIOD:
IN THIS ILLUSTRATION WE FIND 5 DIFFERENT KINDS OF DRAGON HEADS AND
3 OF EACH KIND. THESE HAVE BEEN PLACED IN A RANDOM FORMAT. THIS
GAME IS PLAYED BY STUDYING THE ABOVE BOARD FOR 30 SECONDS THEN
THE PICTURES WILL BE COVERED UP.
THE OBJECT OF THIS GAME IS TO STUDY THE BOARD THEN TO RECALL THE
MATCHING SETS, IN GROUPS OF 3 PER TURN. A PLAYER PICKS ONE THEN
MUST MATCH THE NEXT TWO TO THAT ONE. IF HE OR SHE DOES NOT MATCH
ALL THREE THEY ARE RE-COVERED. THE FIRST PLAYER TO MATCH 3 OF THE 5
AVAILABLE SETS WINS THE GAME. BEST OF 3 GAMES IS A MATCH. AGAIN,
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THERE WILL BE A 3 SECOND SHOT CLOCK WITH A MANDATORY 5 SECONDS
AFTER THE CHOICE BEFORE A PLAYER CAN CHOOSE AGAIN.
THE TABLE AFTER THE STUDY PERIOD COULD LOOK LIKE THE FOLLOWING
ILLUSTRATION:
THIS VERSION COULD HAVE ALL PLAYERS BEGIN AS STABLE BOYS DOING A
GOOD JOB; THEN A PAGE, THEN A KNIGHT, AND FINALLY REGENT. THE
VARYING LEVELS OF HARDNESS AND PROGRESSION WOULD BRING A CHANGE
IN THE FELT FROM A STABLE TO A BACKGROUND OF CRUSADE, THEN CALM
COUNTRYSIDE AND TREES, THEN THE CASTLE GROUNDS, THEN THE KINGDOM.
IN EACH GAME THE PLAYER IS TO RESCUE A FAIR MAIDEN IN DISTRESS;
MUDPUDDLE TO DRAGONS, AND FINALY OTHER NATIONS. THE GAME HOLDS
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THE SAME RULES AS CRIBBAGE POOL. THERE ARE 5 POSSIBLE MATCHES ON
THE BOARD. THE FIRST PLAYER TO MATCH THE FIRST 3 OF THE 5 IS THE
WINNER. THERE WILL BE THE BEST OF 5 GAMES FOR THE MATCH.
WHEN A PLAYER CHOOSES INCORRECTY THE DRAGON, OR DRAGONS AT THE
SAME TIME, ROAR AND BREATHE FIRE AT HIM. WHEN THE PLAYER GETS 3
CORRECT FOR A GAME WIN ALL 3 DRAGONS ROAR IN PAIN, INCINERATE AND
ARE GONE. WHEN THE 3RD TRIPLING IS MADE, THE WINNING ONE OF THE
GAME, THE REST OF THE DRAGONS ALL ROAR AND INCINERATE AT THE SAME
TIME, GO AWAY AND THE FELT CHANGES TO A VERY PLEASANT SCENE. IF THE
MAIDEN IS FOUND TOO SOON SHE CRIES OUT FOR HELP AND THE PLAYER
LOSES HIS OR HER TURN.
SAME LEVELS OF PROGRESSION WITHIN THIS GAME AS WE SAW IN THE POOL
GAME. PLAYERS BUY MINIMAL EQUIPMENT IN THE BEGINNING, TEN CENTS
WORTH AS IN POOL, AND FOLLOW THE SAME PATTERN FOR THE REVENUE.
FOLLOW THE SAME PATTERN FOR A LITERAL VERSION OF THE GAME ITSELF.
BEGIN AS A NOVICE WHO GOES FROM PAPERBOY, TO DELIVERY SERVICE FOR
THE ENTIRE TOWN, TO COLLEGE, THEN BECOMES CFO OF BOEING.
THE SAME RULES, LEVELS, AND REVENUE APPLY TO EVERY APPLICATION.
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SEAHAWK FOOTBALL VIDEO GAME:
BEGIN AS A CHILD PLAYING TOUCH FOOTBALL ON A PEE-WEE LEAGUE. THE
VARIOUS LEVELS OF PLAY COULD BE:
HIGH SCHOOL; COLLEGE; PRO (CHOOSE TEAM, Wranglers (Cowboys), Minute-
Men (Patriots), Mustangs (Broncos), Gold Diggers (49ers), etc., and Band of
Brothers (Seahawks). The final level is the same as winning the Super Bowl. He
or she, as an individual Player, is now a Super Bowl winning quarter back on
the Seahawks Band of Brothers team, joining Russell, NO DOUBT” Wilson with
a Band of Brothers Ring. Russell “NO DOUBT” Wilson is the first Charter
Member of the Band of Brothers football video game. Raise money to support
combined charities of players and team.
ORDER OF PROGRESS: YOU MOVE UP THROUGH HIGH SCHOOL, COLLEGE,
THEN SIGN WITH A PRO TEAM. EACH PLAYER ON THE PRO LEVEL COMPETES
IN ORDER TO WIN THE BAND OF BROTHERS TROPHY, AKA SEAHAWS TROPHY
WITH THEIR LOGO.
NFLVIDEO GAME:
The settings include all the logos from all the teams in the NFL. Each player
picks a logo, his or her avatar, and continues to play to move that team into
the Super Bowl Champions with them as the quarterback. Various stadiums
for the teams are available as the felt. Distractions include horns, cheers,
fireworks or actual background video of teams playing.
Various clubhouses will be the teams for each logo. This will work exactly like
the teams on the pool league. Seattle plays Miami in tournament play, ETC.
The teams will eventually lead to a national championship once a year also.
This entire structure is exactly as outlined in the Pool Application.
(It is important to note that all logos and copied images in this manual are
used without permission at this point and are copied. These are used for
illustration purposes only and not for public sale.)
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THE ABOVE ILLUSTRATION IS AN EXAMPLE OF 9 TEAMS ON A BACKGROUND
OF CENTURYLINK FIELD IN SEATTLE.
A SIMILAR SPREAD WOULD APPEAR LIKE THE ILLUSTRATION BELOW IF THE
BACKGROUND WERE ON A FIELD OF GRASS:
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THE ABOVE GAME IS A HIGH LEVEL OF DIFFICULTY DUE TO THE NUMBER OF
TEAMS INVOLVED. THE SAME TABLE THAT WOULD BE SOMEWHAT EASIER
WOULD BE LIKE THE FOLLOWING EXAMPLE:
THE LEVEL OF DIFFICULTY IS EASILY MANIPULATED BY SETTING THE NUMBER
OF TEAMS, AS 3 BALL, 7 BALL, AND CRIBBAGE POOL. TO GIVE ANOTHER
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EXAMPLE OF WHAT CHANGES AND VARIATIONS ARE AVLAIBLE HERE ARE THE
FOLLOWING ILLUSTRATIONS:
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THE STUDY PERIOD FOR THE PRESET TIME WILL SHOW THE ABOVE SCREEN OF
CHOICE AND GAME. AFTER THE STUDY PERIOD THE TEAM LOGOS WILL BE
COVERED AND THE ABOVE TABLE WOULD APPEAR LIKE THE FOLLOWING:
ANOTHER EXAMPLE OF WHAT CAN BE DONE WITH JUST A SIMPLE CHANGE OF
SETTING:
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NEW KIND OF POKER GAME:
NUMBER OF CARDS CAN VARY WITH DIFFICULTY OR NUMBER OF PLAYERS.
THE FORMATATING AND PATTERNS CAN BE CHANGED JUST AS IN THE POOL
GAME VERSION. INTERRUPTIONS WITH SOUNDS OR LIGHTS, SHOT CLOCK,
AND VARIOUS NUMBERS OF PLAYERS AND DIFFERENT GAMES MAKE THIS
VERSION VERY EXPANDABLE ALSO.
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THE FOLLOWING ILLUSTRATION COULD BE FOR A HAND OF TEXAS HOLD ‘EM.
EACH PLAYER RECEIVES 2 CARDS UNKNOWN TO THE OTHERS. CARDS ARE
DEALT OVER THE TABLE TO VIEW FOR A SUDY PERIOD JUST LIKE THE POOL
GAME.
YOUR 2 CARDS YOU ARE DEALT:
AFTER THE STUDY PERIOD THE CARDS ARE HIDDEN AND REPLACED BY A
PICTURE(S) OF THE PLAYER’S CHOOSING. THE FELT ON THE TABLE IS ALSO
CHANGEABLE LIKE THE POOL GAME.
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AS SOON AS THE STUDY PERIOD IS OVER THE CARDS MAY BE SEEN LIKE THE
FOLLOWING ILLUSTRATION:
NOW YOU CAN SEE THE FOLLOWING TO BEGIN BETTING:
YOUR 2 CARDS:
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AND NOW THE FLOP:
NOW, JUST LIKE IN THE CURRENT VIDEO VERSIONS OF POKER, EACH PLAYER
CAN SEE THEIR OWN 2 HOLD CARDS AND THE BACK OF THE CARDS ON THE
TABLE.
NOW THE FIRST ROUND OF BETTING, CHECKING, CALLING AND RAISING.
THEN THE TURN:
NOW THE SECOND ROUND OF BETTING, CHECKING, CALLING AND RAISING.
THEN THE RIVER:
NOW EACH PLAYER LOCKS IN THE CARDS ON THE BOARD TO MAKE THEIR
OWN HAND BY TOUCHING SCREEN OR CHOOSING FROM NUMBERED BACK OF
CARDS.
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(OPTIONAL WILL BE TO ONLY PLAY THREE ADDITIONAL CARDS, HAVE AN
INTIAL FLOP OF ONLY ONE CARD AND INCREASING ONE CARD AT A TIME. THIS
MAY PROVE BETTER FOR THE NUMBER OF OPTIONS AVAILABLE.)
TOURNAMENT RULES ALL CARRIED OVER FROM PROFESSIONAL POKER.
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THE ONLY LIMITATION IS IMAGINATION